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Faker (Red Mage Archetype)
#1
Faker

[Image: eEUr3oe.jpg]

Most mages study magic in the form of spells and enchantments. However, some instead focus on the applications of magic in direct combat, focusing on the replication and reinforcement of their weapons in favor of true spellcasting. They are often shunned by the magical community for their preferred application of magic, often seen as unnecessary and based solely on being unoriginal. They are known as “fakers,” a title they are quite willing to accept.

The faker is an archetype of the red mage class.

Weapon and Armor Proficiency: The faker loses proficiency in all martial weapons, power rods and power staves, and shields.

Determined Magus: The faker's magic is based not on understanding or instinct, but on a raw determination to persevere and to understand his weapons. Any class features which key off of Charisma, such as bonus MP, instead key off of Wisdom for a faker.

Combative Focus: A faker's BAB increases by one step (from ¾ to full BAB), but gains fewer MP than normal equal to the spell level he gains. For example, a faker of 5th level would only have 6 MP excluding extra MP from Wisdom bonus.

Limit Break (Su): At 1st level, the faker receives the limit break Perfect Replica.

Perfect Replica (Su): This Limit Break gives the faker the mental focus and absolute clarity to surpass the inherent weakness of his magic; the imperfections of a copy. Upon activating this Limit Break as a swift action, for a duration of 1 round + 1 per four faker levels, any weapons created using the faker's Projection Magic class feature cost no MP to create, and do not receive their usual penalties.

This Limit Break replaces the red mage's Dual Spellcasting limit break.

Projection Magic (Su): The faker has abandoned the path of the mage proper, exchanging it for study of weapons. The faker begins with no knowledge of spells, and may not gain them in any manner unless he has taken levels in a class with access to spells, but maintains his MP pool. In exchange, the faker may expend MP as a standard action to activate Projection Magic. Projection Magic may be used in two ways: Tracing, which copies a weapon's form into the mind of the faker, and Projection, which creates a copy of the weapon.

The amount of MP required to trace or project a weapon varies depending on its type. A light simple or martial weapon requires 1 MP, a one-handed simple or martial weapon requires 2 MP, and a two-handed simple or martial weapon requires 3 MP. Exotic weapons require double the MP.

When a weapon is traced, an effective blueprint of the weapon is permanently etched into the mind of the faker. He has an innate understanding of the weapon's design, and he gains proficiency in that specific weapon, but not all weapons of its type. The faker begins play with one copy of each simple weapon already traced.

When a weapon is projected, an imperfect copy of it is created wherever the faker desires within a 5' radius of himself. A projected weapon, as a copy, is not as efficient as the original. Any projected weapon imparts a penalty to attack rolls equal to the MP spent in its projection, and any damage rolls, including bonus damage from enchantments or precision-based damage, are reduced by one size category. Projected weapons may be dismissed by the faker at any time as a free action, or will disappear after 1 hour, and will be immediately dismissed if held by someone other than the faker who projected them.

This ability replaces the red mage's spells, spell proficiency, and cantrips abilities.

Bone of My Sword (Ex): With the innate fusion of the faker's mind with the workings of the weapons he has copies, he gradually becomes closer to a weapon. This grants him various bonuses in combat, which apply only when wielding exclusively weapons he has projected. At 1st level, when wielding only projected weapons, the faker may choose to benefit from the Weapon Focus or Two-Weapon Fighting feat. At higher levels, he may also benefit from Greater Weapon Focus, Improved Two-Weapon Fighting, or Greater Two-Weapon Fighting, assuming the faker is at an appropriate level. At 5th level, he may add his Wisdom bonus to his AC. At 9th level, he may add his Wisdom bonus to attack rolls. At 13th level, he may add his Wisdom bonus to damage rolls. At 17th level, the faker's Wisdom score is treated as being 2 points higher.

This ability replaces the red mage's Red Magery, Ruby Knowledge, and Spell Combat abilities.

Reinforcement Magic (Su): At 2nd level, the faker has improved past merely Projection Magic and into Reinforcement Magic, the ability to use his mana to infuse a weapon and improve its capabilities. In order to apply reinforcement to a weapon, the faker must have first traced the weapon. These reinforcements function identically to a red mage's Arcane Pool bonuses, but are applied using MP instead of the arcane pool. Reinforcement may be applied to any weapon the faker has traced, not only projected weapons. Additionally, if the faker knows any spells, he may expend MP to cast a targeted spell through a traced weapon, as per the red mage's Spellstrike class feature but functioning through ranged attacks as well.

This ability modifies the red mage's Arcane Pool and Spellstrike abilities.

Focused Learner (Minor): At 2nd and 6th level, the faker chooses one of the following abilities to add to his list of class features:
  • Fundamental Magic (Su): The faker has conceded a necessity for some basic magic, and gains access to 2 cantrips from the red mage spell list.
  • Bonus Combat Feat: The faker gains a bonus combat feat he meets the prerequisites for.
  • Weapon Bond (Ex): The faker selects one weapon he is proficient with. He gains Weapon Focus with this weapon, even if he does not meet the prerequisites for it. The faker can only take this ability once.

This ability modifies the red mage's Quick Learner (Minor) ability.

Steel is My Body (Su): Seeking further versatility in his magic, the faker has learned to apply his Projection magic to armor as well as weapons, though they are too different to qualify for Reinforcement. At 3rd level he may trace, project, or reinforce light armor. At 7th level this extends to medium armor and light shields, and at 10th level to heavy armor and heavy shields. Projection of light armor and light shields cost 1 MP, medium armor and heavy shields cost 2 MP, and heavy armor costs 3 MP. Projected armors have their AC bonus and Max Dex bonus reduced by 1 and their Check Penalties increased by 1, while projected shields receive only the increase to Check Penalty.

This ability replaces the red mage's Armored Mage ability.

False Arcana: The faker's ruby arcana are activated using MP rather than points from an arcane pool, and he loses access to the Broad Study, Empowered Magic, Familiar, Maximized Magic, Quickened Magic, Silent Magic, Spell Blending, Spell Trickery, Still Magic, and Wand Wielder arcana.

This ability modifies the red mage's Ruby Arcana ability.

Quick Projection (Su): Beginning at 4th level, a faker can trace, project, or reinforce one weapon each day as a swift action. He can use this ability twice per day at 8th level, three times per day at 12th level, and four times per day at 16th level.

This ability modifies the red mage's Quick Cast ability.

Fire is My Blood (Ex): At 8th level, the faker's mastery of blades has led him to make them ever closer to himself, and he will allow nothing to stop his study. At 8th level, the faker may overload his body as a free action any time he would expend MP in an attempt to avoid spending it. The faker does not have to overload all of the MP he would spend, and may merely reduce an MP cost in this manner. Upon overloading, the faker must roll a Will save against a DC of 10 + (5 * amount of MP being overloaded). If this save is successful, the faker completes his action at the now-reduced MP cost. If it is unsuccessful, however, the faker is stunned for 1 round + 1 additional round per MP overloaded, as well as taking 1d4 damage per MP overloaded.

This ability replaces the red mage's Improved Spell Combat ability.

Spells (Su): At 9th level, the faker has succeeded in his pursuit of Projection Magic such that he now finds the time to begin learning “proper” magic. The faker may now gain spells normally from the red mage spell list, being treated as his faker level – 8 for the purposes of determining maximum spell level.

Focused Learner (Moderate): At 10th and 14th level, the faker may add one of the following abilities to his list of class features.
  • Continued Magic (Ex): The faker can add a new spell from the black or white spell list to his list with a level of his highest known spell level or lower. He may select this special ability multiple times, each time he adds a different spell to his spells known.
  • Bonus Combat Feat: The faker gains a bonus combat feat he meets the prerequisites for.
  • Improved Weapon Bond (Ex): The faker selects a weapon for which he has the Weapon Bond ability. He is treated as having the Weapon Specialization feat for that weapon, even if he does not meet the prerequisites. The faker can only take this ability once.
This ability modifies the red mage's Quick Learner (Moderate) ability.

Over A Thousand Blades (Su): The faker has increased his armory and his ability to project with rapid speed. At 11th level, if the faker chooses to attack as a full round action, he may choose to dismiss his current projected weapon(s) and activate another projection between his iterative attacks as an immediate action. At 15th level, the faker gains an additional swift action per turn for this purpose, and at 19th level he may activate this ability between every iterative attack.

This ability replaces the red mage's Jack of All Trades ability.

Unknown to Death, nor Known to Life (Su): The projections of the faker have become stronger, more in tune with his mind and body. At 14th level, the faker's projected weapons no longer disappear after 1 hour and may last indefinitely, but will still disappear if held by anyone other than the faker. In addition, the faker may now use the ultimate reinforcement magic, the Broken Projection. By expending the requisite MP to reinforce a projected weapon, the faker may remove its inherent penalties from projection. However, the weapon will immediately be destroyed upon completion of its first attack.

To Create Many Weapons (Su): At 15th level, a faker can project two weapons using one swift action, and using only half of their normal combined MP cost. The faker may use this ability once per day at 15th level and one additional time per day at 20th level.

This ability replaces the red mage's Doublecast ability.

To Never Hold Anything (Su): When activating the Counterstrike ability, the faker may choose to forgo their attack of opportunity. If he does so, he may instead trace, project, or reinforce a weapon with an MP cost up to that of the target's spell.

This ability modifies the red mage's Counterstrike ability.

So As I Pray (Su): At 18th level, three times per day, as a move action, a faker can reduce the cost of Projection Magic and Reinforcement Magic to 1 MP. Once activated, tracing, projection, and reinforcement will cost 1 MP, regardless of the proper cost. This ability ends at the end of the round.

This ability replaces the red mage's 1 MP Spell ability.

Focused Learner (Major): At 19th level, the faker may add one of the following abilities to his list of class features:
  • Advanced Magic (Ex): The faker can add a new spell from the black or white mage spell list to his list with a level of his highest known spell level or lower. He may select this special ability multiple times, each time he adds a different spell to his spells known.
  • Bonus Combat Feat: The faker gains a bonus combat feat he meets the prerequisites for.
  • Innate Projection (Su): A faker with this ability selects one weapon, or a pair of weapons which would benefit from Two-Weapon Fighting, from those he has traced. He may now project it without any MP cost.

Unlimited Blade Works (Su): At 20th level, the faker has become one with his armory. One could say that his very existence is no different than the weapons he has studied. The faker's MP costs for Projection Magic and Reinforcement Magic are reduced by 1.

Furthermore, the faker may expend the entirety of his MP pool as a full round action to manifest countless projections, the embodiment of his soul made manifest. Upon activation of this feature, the faker's range of projection increases to 30' for one round. During this round, the faker may project and reinforce as many weapons as he can project with the MP spent, and each weapon, if summoned in the same square as an enemy, may immediately make a single attack against that enemy before disappearing. Due to the severe shock to one's system of so much mana being spent at once, as well as the severe mental strain of projecting so many weapons, the faker is knocked unconscious for 1d4 hours after activating Unlimited Blade Works.

This ability replaces the red mage's Red Wizard ability.
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Faker (Red Mage Archetype) - by Rawk - 04-28-2017, 11:50 PM

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